* Two new weathers: stormy evening and misty evening.* Weather can be now specified in the event setup.

Vehicles and Handling:

* New driver model, as of now simply static.* Improved suspension and tire physics.* More responsive handling with a game pad.* Improved player vs. AI collision physics.

Damage:

* Improved deformation physics so that visual car damage is more accurate.* Improved gameplay damage to prevent cars from getting too torn up and still going.* Fixed a case where cars would get damaged and eventually destroyed from rubbing against a static barrier.

Replay:

* New replay mode with slow motion and fast forward time controls (-16.0x … 4.0x), a number of different cameras, target locking & switching, depth-of-field and field-of-view settings.

User Interface:

* Race timer now correctly displays hundredths as well instead of random numbers.* Game is no longer unpaused when exiting Steam overlay if the game was paused.

Input:

* Implemented multicontroller support (e.g. wheel and pedals in separate USB ports).* Sensitivity & deadzone adjustments now take effect without a restart.* Added saturation, sensitivity and dead zone settings for XInput controllers.* Game now defaults to DirectInput for wheels, hopefully making some wheels behave better.* The game now detects more than one XInput controllers that are connected simultaneously.* Force feedback is disabled for Microsoft Sidewinder FF wheel in an attempt to work around buggy driver causing lag.

Audio:

* Increased AI engine volume.* General improvements.

Update #2 2014-02-15 - v0.170343

Tracks:

* New Figure 8 derby race event.* All race tracks now have a reverse layout as well.* Lap and AI counts are now fully customizable for each event.* Tarmac track: start area rehauled, tarmac textures reworked, last sector redecorated.* Gravel track: textures reworked, track surface visuals updated.* New birch model for both tarmac and gravel track.* General polishing and bug fixing.

Weathers:

* Three new weathers: bright day, cold morning and warm sunset.* A random weather is selected to an event at startup.

Dynamic environment objects:

* Tire stacks now have more weight to them for added realism.* Reduced concrete barrier friction to prevent the car from spinning.

* Assists now have three levels of strength: 'Off', 'Half' and 'Full', with 'Off' and 'Half' being the same as earlier 'Off' and 'On' and 'Full' offering an even more assisted driving experience.

Cameras:

* New screenshot camera mode with zoom factor and yaw, pitch and roll parameters, designed for taking screenshots with free camera and hidden HUD. In the screenshot mode, it's possible to rotate the camera as well as adjust the field-of-view, and by accessing Effect Mode, you can adjust the Depth-of-Field (DOF) parameters to your liking. There's no dedicated button for taking a screenshot yet, so you need to use an external application or PrintScreen button.* Brought back spherical camera from the technology demo, it's available only in camera mode at least for now.* Implemented another chase camera further back according to the feedback.* Tweaked European hatchback chase camera.

Damage:

* Fixed engine component damage calculation in HUD so that the engine icon will better represent the actual damage.* Removed red damage direction indicators from HUD based on a general request.* Fixed an issue with gameplay damage not being calculated correctly when near death.* Further balancing of gameplay damage and visual damage - a completely reworked system will be introduced in the future.

* Binding the Logitech G27 button 7 etc. will no longer result in exiting the settings menu.* Loading screen will now show a background based on the event you're playing instead of a generic one.* Game is now paused and input suspended while Steam overlay is active.

Input:

* DirectInput gamepads should now work and are also remappable.* Improved controller settings to reduce steering lag.

Render:

* Fixed a bug where VSync was not able to recover back to 60 fps when temporarily dipping to 30 fps.

* Implemented iterative engine component damage + related HUD visuals.* Fixed damage direction deduction so that damage is allocated correctly.* Fixed position counter so that the player cannot be further back than the last.* Changed the position counter to always show the number of cars that started.* Removed player kill areas from environments.* Reduced arm-co friction and wooden fence mass.* Implemented environment geometry fixes and polishing.* Implemented lighting tweaks, and added lens flares.* Implemented constant vertical FOV to support widescreen resolutions.* Fixed user interface bugs and added general polish.* Fixed a couple of minor audio issues.* Improved general build stability.